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How many wishlists do you need for your launch?

Pick your niche, your price and what you want to earn in launch week. You'll see your wishlist target, what you really keep from each sale once taxes, refunds and Steam's cut are gone, and how far you are from the goal.

Your niche
Your price
Launch-week revenue you want to keep
Launch discount
Most indies pick 10 to 20%. Valve caps launch discounts at 40%.
Where you are today (optional)
Fine-tune the assumptions
Your launch target

16,310wishlists

to sell about 1,631 copies in launch week and keep $10,000.

If it converts well10,874
Typical16,310
Cautious32,620

Typical = 10% of wishlists buying in launch week, the median for games above $10. Conversion varies a lot between games, so we also show half and one and a half times that rate.

Where your goal sits
  • Marketing struggling1,000
  • Next Fest middle class3,000
  • Solid launch10,000
  • Big launch15,000
  • Breakout30,000+

Your target

Launch week is only the start

This tool focuses on launch week because Steam emails all your wishlisters when you release: it's when they turn into sales the fastest. But most games keep selling long after, and many things move the needle:

  • Seasonal sales and discounts (from 20% off, Steam emails your wishlisters)
  • Themed fests and being featured on the Steam store
  • Updates, new content and new platforms
  • Creators, press and community momentum
  • Reviews and word of mouth
  • Regional prices and how your price evolves

Every game is different, and these levers add up over its whole life. NextWishlist helps you plan them, not just the release.

Where your $14.99 goesyou keep $6.13
  • Launch discount$1.50
  • Regional pricing$2.43
  • Taxes$1.33
  • Refunds$0.97
  • Steam's cut$2.63
  • You keep$6.13

Averages: your real split depends on your players' countries and refunds. Steam's cut drops to 25% after $10M and 20% after $50M.

Know every day if you're on track

NextWishlist follows your real wishlists, compares you with games in your niche, and adjusts your plan until launch day.

Sources: launch-week conversion and followers-to-wishlists ratios by genre from GameDiscoverCo; launch milestones from How To Market A Game. Estimates, not guarantees.

How many wishlists do I need to launch on Steam?

It depends on your price and on the revenue you want, not on a magic number. Divide your goal by what you keep per sale, then by the share of wishlists that buy in launch week. As a rough scale, around 10,000 wishlists is often cited for a solid indie launch, and breakouts usually start above 30,000.

What share of wishlists buy in launch week?

Public data puts the median around 15% for games under $10 and around 10% above $10, but it varies up to ten times between games. That's why the calculator shows a cautious and a strong scenario next to the typical one.

Is launch week all that matters?

No. Launch week matters because Steam emails all your wishlisters when you release, but a game keeps selling for years: seasonal sales, discounts, themed fests, being featured, updates, creators and word of mouth can each bring new waves of players. Plan for the whole life of your game, not just the release.

How much of a sale do I really keep?

Steam takes 30% (25% after $10M, 20% after $50M), but only after taxes, refunds and regional prices. In practice most indie developers keep around half of their US list price, before any launch discount.